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Merge pull request #14495 from frenzibyte/fix-mania-editor
Fix osu!mania editor crashing on compose screen load
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Skinning;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Mania.Tests.Editor
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{
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public class TestSceneManiaComposeScreen : EditorClockTestScene
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{
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[Resolved]
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private SkinManager skins { get; set; }
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("setup compose screen", () =>
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{
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var editorBeatmap = new EditorBeatmap(new ManiaBeatmap(new StageDefinition { Columns = 4 }))
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{
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BeatmapInfo = { Ruleset = new ManiaRuleset().RulesetInfo },
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};
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Child = new DependencyProvidingContainer
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{
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RelativeSizeAxes = Axes.Both,
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CachedDependencies = new (Type, object)[]
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{
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(typeof(EditorBeatmap), editorBeatmap),
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(typeof(IBeatSnapProvider), editorBeatmap),
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},
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Child = new ComposeScreen { State = { Value = Visibility.Visible } },
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};
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});
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AddUntilStep("wait for composer", () => this.ChildrenOfType<HitObjectComposer>().SingleOrDefault()?.IsLoaded == true);
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}
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[Test]
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public void TestDefaultSkin()
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{
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AddStep("set default skin", () => skins.CurrentSkinInfo.Value = SkinInfo.Default);
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}
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[Test]
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public void TestLegacySkin()
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{
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AddStep("set legacy skin", () => skins.CurrentSkinInfo.Value = DefaultLegacySkin.Info);
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}
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}
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}
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@ -16,7 +16,7 @@ namespace osu.Game.Screens.Edit
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private readonly EditorBeatmapSkin? beatmapSkin;
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private readonly EditorBeatmapSkin? beatmapSkin;
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public EditorSkinProvidingContainer(EditorBeatmap editorBeatmap)
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public EditorSkinProvidingContainer(EditorBeatmap editorBeatmap)
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: base(editorBeatmap.PlayableBeatmap.BeatmapInfo.Ruleset.CreateInstance(), editorBeatmap, editorBeatmap.BeatmapSkin)
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: base(editorBeatmap.PlayableBeatmap.BeatmapInfo.Ruleset.CreateInstance(), editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin)
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{
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{
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beatmapSkin = editorBeatmap.BeatmapSkin;
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beatmapSkin = editorBeatmap.BeatmapSkin;
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}
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}
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